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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

[en] INTUITIONS AND INSTITUTIONS: NEW PERSPECTIVES OF STATE PATERNALISM / [pt] INTUIÇÕES E INSTITUIÇÕES: NOVAS PERSPECTIVAS DO PATERNALISMO DE ESTADO

GABRIEL CABRAL 25 August 2016 (has links)
[pt] Quando Michael Bloomberg, ex-prefeito de Nova York, propôs o limite para o tamanho de copos de refrigerantes vendidos em lanchonetes, críticos denunciaram o flagrante desrespeito à liberdade de escolha. Apoiadores do prefeito, por sua vez, alardearam os benefícios previstos à saúde da população. Esses valores inconciliáveis, liberdade versus bem-estar, abasteceram um debate sobre os limites do paternalismo de Estado. Recentemente, porém, baseados em evidências de falhas e vieses cognitivos diagnosticados por psicólogos e economistas comportamentais, Cass Sunstein e Richard Thaler sugeriram uma terceira via, o paternalismo fraco ou libertário, que aumentaria o bem-estar das pessoas sem eliminar opções de escolha: em vez de coerção, nudges sutis em direção a melhores decisões. Se, de um lado, o paternalismo fraco teve sucesso entre governantes, o mesmo sucesso não foi acompanhado dentro da academia: Sarah Conly o considerou pouco eficiente para ser uma alternativa ao paternalismo forte e liberais o consideraram contra a liberdade, mais especificamente contra um tipo de liberdade: a autonomia. Assim, chega-se à hipótese de que a rejeição ao paternalismo forte decorre da percepção da perda da liberdade em sentido negativo, ao passo que a rejeição ao paternalismo fraco decorre da percepção de perda de liberdade em sentido positivo ou autonomia. Com o intuito de testar esta hipótese, foram feitos diversos experimentos utilizando métodos da psicologia social. Os resultados dos experimentos corroboram com a hipótese, ao indicar a correlação entre crença em determinismo científico, que desafia a noção de autonomia e autodeterminação, e menor rejeição ao paternalismo fraco de Estado. / [en] When Michael Bloomberg, former mayor of New York, proposed to limit the size of soft drink cups sold in cafeterias, critics denounced the flagrant disregard for freedom of choice. Supporters of the mayor, in turn, boasted the expected benefits to public health. These irreconcilable values, freedom versus well-being, heated a debate about the limits of state paternalism. Recently, however, based on evidences of cognitive failures and biases diagnosed by psychologists and behavioral economists, Cass Sunstein and Richard Thaler suggested a third way, the weak or libertarian paternalism, which would increase people s well-being without eliminating options to choose from: in instead of coercion, subtle nudges toward better decisions. Although the weak paternalism was a success among governors, the same success was not followed within the academy: Sarah Conly considered it inefficient to be an alternative to the strong paternalism and liberals considered it against freedom, specifically against one type of freedom: autonomy. Thus, one comes to the hypothesis that the rejection of strong paternalism stems from the perception of loss of freedom in the negative sense, whereas the rejection of weak paternalism stems from the perception of loss of freedom in a positive sense or autonomy. In order to test this hypothesis, several experiments were ran using methods of social psychology. The results of the experiments corroborate the hypothesis by indicating the correlation between belief in scientific determinism, which challenges the notion of autonomy and self-determination, and less rejection of weak paternalism of state.
22

Nudging för att förebygga matsvinn i hushåll : En jämförelse mellan pro-self- och pro-social-nudges / Nudging to prevent food waste in households : A comparison between pro-self and pro-social nudges

Odéen, Martina January 2020 (has links)
Klimat och miljö är idag ett omdiskuterat ämne inom politik och samhälle. Trots det lever och konsumerar svenskarna i dag som om det fanns resurser från fyra jordklot i stället för ett. Detta leder i sin tur till onödigt avfall som med hjälp av rätt metoder skulle kunna förebyggas. I samarbete med Motala kommun genomfördes därför detta projekt, med syfte att använda nudging som en metod för att förebygga matavfallsmängder från barnfamiljer med fokus på minskat matsvinn. Nudgesen implementerades i två olika bostadsområden tillhörande Motala kommun, där det ena området mottog pro-self-nudges och det andra området mottog pro-social-nudges och där dessa nudges sedan jämfördes med varandra. Resultatet från undersökningen visade inte någon signifikant påverkan på matavfallsmängderna, varken från pro-social-nudgesen eller pro-self-nudgesen. Slutsatsen som drogs av resultatet var därmed att denna typ av nudging inte är tillräcklig för att kunna förändra människors konsumtions- och slängbeteenden, utan det krävs att fler aktörer, såsom livsmedelsbutiker, hjälps åt för att få människor att fatta rätt beslut redan i affären, innan matsvinnet uppstår.
23

Förslag på design av digitala knuffar för vägledning

Ahlqvist Nilsson, Petra, Svensson Tynkkynen, Carolin January 2019 (has links)
Allt fler beslut tas i samband med skärmar, bland annat på grund av den ständigt växande e-handeln. När människor tar beslut påverkas de av hur valmiljön är utformad samt av heuristikeroch fördomar, vilka är mentala genvägar. Människor influeras av heuristiker och fördomar dådet ofta är svårt för dem att ta beslut som grundas på all information som presenteras. Knuffarär ett sätt att vägleda människor till att göra specifika val utan att sätta begränsningar för derasfrihet och har företrädesvis använts i icke-digitala kontexter, men har nu även introduceratsinom informatik. För att knuffar ska kunna utvecklas och användas digitalt är det dock viktigtmed kunskap om hur människor gör val samt om den påverkan knuffar har. Även tidigareforskning om digitala knuffar efterfrågar studier om hur digitala knuffar kan designas och omderas påverkan på människors val online. Då knuffar är ett relativt nytt begrepp inom informatik, och att fler studier om ämnetefterfrågas, undersöker denna studie hur digitala knuffar kan designas för att vägledamänniskor till hållbara val på nätet. Studien utfördes med en designorienterad forskningsansatsdär digitala knuffar designades utifrån fyra olika heuristiker och fördomar. Knuffarnaapplicerades sedan på en e-handelssida och testades med hjälp av en prototyp. Processen fördesign och utvärdering av de digitala knuffarna itererades fyra eller fem gånger för attexplorativt testa olika sätt att designa knuffarna på relaterat till forskningsfrågan. Studien bidrarmed ett antal förslag för hur digitala knuffar kan designas utifrån heuristiker och fördomar medfokus på vägledning och hållbarhet. / Decisions are increasingly made in connection with screens, amongst other things due to thecontinuous growth of e-commerce. When people make decisions they are influenced by thechoice environment as well as heuristics and biases, which are mental shortcuts. People areinfluenced by heuristics and biases as it is often difficult for them to make decisions based onall of the information presented. Nudges are a way to guide people to make specific choiceswithout limiting their freedom and have primarily been used in non-digital contexts, but havenow also been introduced in informatics. However, in order for nudges to be able to bedeveloped and used digitally it is important to have knowledge about how people make choicesand the effect nudges have. Previous research on digital nudges also asks for studies on howdigital nudges can be designed and their impact on people's choices online.As nudging is a relatively new term in informatics, as well as research regarding the topic isinquired, this study investigate how digital nudges can be designed to guide people tosustainable choices online. The study was conducted with a design research approach wheredigital nudges were designed based on four different heuristics and biases. The nudges wereapplied on an e-commerce website and tested by means of a prototype. The process fordesigning and evaluating the digital nudges was iterated four or five times to in an exploratoryway test different ways to design the nudges in relation to the research question. The studycontribute with a number of suggestions on how digital nudges can be designed based onheuristics and biases, with guidance and sustainability as focal points.
24

Are Nudges for Alternative Transit Persistent?

Allan, Mitchell J 01 January 2019 (has links)
The benefits of converting single-person drivers to alternative transit options are well-established. One option to accomplish this is for employers to provide alternative commute incentive programs. However, the research on the implementation of such programs is lacking. To provide a test, this research analyzes data obtained from a field experiment on daily alternative transit commute choices for a seven-month period. Participants are divided into four treatment groups in a two-by-two design for the first three-month period: incentives with either loss or gain framing, and messaging nudges with either the private or public benefits of alternative transit commute choices. The participants then continue in the field experiment for the remaining four-month period with all groups receiving only gain framing incentives and messaging nudges are discontinued. The results from the two time periods are compared. Loss framing and private messaging have the most significant effect on participants’ decisions to revert back to single-person driving when nudges are discontinued, and thus nudges are not persistent. The incentive program did not provide enduring conversion to alternative transit options, but the results suggest employers who want to optimize their alternative transit incentive programs should utilize loss framing incentives and combine both private and public messaging into continuous nudges.
25

O último a sair apague a luz: a economia comportamental aplicada ao consumo de energia elétrica da UFG / The last one to quench the light: the behavioral economy applied to the consumption of electric energy of the UFG

Jesus, Wesdra Xavier de 07 June 2018 (has links)
Submitted by Liliane Ferreira (ljuvencia30@gmail.com) on 2018-06-13T12:07:09Z No. of bitstreams: 2 Dissertação - Wesdra Xavier de Jesus - 2018.pdf: 2921100 bytes, checksum: 1110b4feef51462320eddc056496aca2 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2018-06-14T11:00:04Z (GMT) No. of bitstreams: 2 Dissertação - Wesdra Xavier de Jesus - 2018.pdf: 2921100 bytes, checksum: 1110b4feef51462320eddc056496aca2 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2018-06-14T11:00:04Z (GMT). No. of bitstreams: 2 Dissertação - Wesdra Xavier de Jesus - 2018.pdf: 2921100 bytes, checksum: 1110b4feef51462320eddc056496aca2 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2018-06-07 / This study brings theoretical levers of Behavioral Economics applied to the public sector. The Federal University of Goiás, faced with its expansion in recent years, driven by growth programs, faced with the need to adjust its budgetary reality to the frank expansion of its funding, among them, electric energy that is treated in this research. The institution made use of tools of the Behavioral Economics with the use of nudges in order to seek to circumvent resource allocation needs beyond and behavioral changes of its population for saving of electric energy, being the analysis of this action the objective of the research. The methodology used was to search among the Consumer Units randomly, within some established basic prerequisites, those that served as the basis for comparative mathematical calculations related to assessing the efficiency, effectiveness and effectiveness of the action. The results showed that within what was established by the action, among the Consumer Units tested, the results were within the expected by the action. The intervention proposal was the recommendation of the use of a manual for insertion of nudges, besides proposing other forms of nudge use, and it is suggested to use virtual banners on the institution's internet pages / Este estudo traz alavancas teóricas da Economia Comportamental aplicada ao setor público. A Universidade Federal de Goiás ante sua expansão dos últimos anos, impulsionadas por programas de crescimento, viu-se diante da necessidade de adequar sua realidade orçamentária a franca expansão de seu custeamento, dentre eles, energia elétrica que é tratado nesta pesquisa. A instituição fez uso de ferramentas da Economia Comportamental com uso de nudges afim de procurar contornar necessidades de alocação de recursos além e mudanças comportamentais de sua população para economia de energia elétrica, sendo, a análise desta ação o objetivo da pesquisa. A metodologia utilizada foi buscar entre as Unidades Consumidoras de forma aleatória, dentro de alguns pré-requisitos básicos estabelecidos, aquelas que serviram de base para cálculos matemáticos comparativos afins de aferir a eficiência, efetividade e eficácia da ação. Os resultados mostraram que dentro do que fora estabelecido pela ação, dentre as Unidades Consumidoras testadas, os resultados foram dentro do esperado pela ação. A proposta de intervenção foi recomendação do uso de manual para inserção de nudges além de propor outras formas de uso de nudges, sendo sugerido uso de banners virtuais nas páginas de internet da instituição.
26

The Role of Digital Nudges in Engineering Students’ Engagement with an Educational Mobile Application

Ahmed Ashraf Butt (16632906) 24 July 2023 (has links)
<p> The proliferation of digital educational applications (apps) has revolutionized the pedagogical landscape for students and instructors, both within and beyond the confines of traditional classrooms. Educational apps offer a variety of features that can help students learn more effectively, including personalized instruction and real-time feedback. However, some studies have found that students may not be engaging with the apps regularly or for extended periods of time. This lack of engagement can limit the apps’ potential to improve student learning. Consequently, researchers have investigated methods to enhance students’ app engagement, including the use of digital nudges. Digital nudging is a strategy that proposes utilizing small, non-intrusive cues that capitalize on individuals’ cognitive biases to influence their behavior.</p> <p><br></p> <p>This dissertation makes a significant contribution to ongoing efforts by examining the effectiveness of nudge-based digital interventions in improving students’ engagement with the CourseMIRROR educational app. CourseMIRROR is an educational mobile app that prompts students to reflect on the interesting and confusing aspects of lectures throughout a semester. The CourseMIRROR app uses Natural Language Processing (NLP) algorithms to 1) scaffold the students while generating reflections and 2) summarize the students’ submitted reflections. This study focuses on designing digital nudges to improve students’ cognitive and behavioral engagement with specific features of the app that are crucial to achieving its primary purposes. These primary purposes include 1) facilitating students to submit reflections, 2) enabling students to view the reflection summary interface, and 3) scaffolding students to write in-depth and comprehensive reflections. The study consists of three experiments investigating the effectiveness of these digital nudges for improving student engagement with the CourseMIRROR app. </p> <p><br></p> <p>For this dissertation, I conducted three experiments by implementing the CourseMIRROR app in multiple sections of a first-year engineering course at Purdue University over a semester. <em><strong>Experiment 1</strong></em> investigated the impact of social comparison nudge and neutral reminder nudge to increase students’ reflection submissions by using the app. Students were randomly assigned to one of three conditions: social comparison nudge, neutral reminder nudge, or baseline (no nudge). The social comparison nudge involved reminding and showing peers’ behavior through their reflection submissions, and the neutral reminder nudge involved sending automated reminders to students to submit their reflections. The results indicated that social comparison and neutral reminder nudges were effective in increasing reflection submissions compared to the baseline condition. However, the social comparison nudge was slightly more effective in improving the number of reflection submissions than the neutral reminder nudge. Also, the nudge interventions became effective in increasing the reflection submissions by refocusing the students’ attention as time progressed in the semester. </p> <p><br></p> <p><em><strong>Experiment 2</strong></em> explored the impact of summary reminder nudges and interface nudges to increase students’ visits to the reflection summary interface in the app. Students were randomly assigned to summary reminder nudge, interface nudge, or baseline conditions. The summary reminder nudge involved reminding students to visit the reflection summary interface in the app. The interface nudge involved making the summary available lecture more prominent to draw students’ attention to the reflection summary interface. The result revealed that summary reminder and interface nudges did not significantly improve the number of students’ visits to the reflection summary interface. Also, for all conditions, students’ visits to reflection summary interface decreased over time as time progressed. </p> <p><br></p> <p><em><strong>Experiment 3</strong></em> examined the impact of scaffolding and throttling mindless nudges on promoting more comprehensive and lengthier reflection submissions. Students were randomly assigned to one of three conditions: scaffolding nudge, throttling mindless nudge, or baseline. The scaffolding nudge involved providing students with real-time feedback to guide their reflection writing, while the throttling mindless nudge involved giving a pause to re-think if they want to move forward to the next question or revise their reflection in the application. Overall, the results showed that scaffolding and throttling mindless nudges effectively promoted more comprehensive and lengthier reflection submissions over the semester and within each time. However, students’ reflections in all conditions remained either consistent or decreased in reflection text length and specificity score over time in a semester.  </p> <p><br></p> <p>The study’s results indicate that digital nudges can effectively enhance students’ engagement with educational applications, especially in reflection activities using CourseMIRROR. These findings provide valuable insights into designing and implementing digital nudges in educational apps and evaluating their impact on student engagement. Future research should build on these results to develop a more comprehensive understanding of the potential of digital nudges to support student engagement in educational technology settings.</p>
27

Är du medveten om säkerhetsrisker i ditt smarta hem? : En designstudie över hur digitala knuffar kan designas för att stödja medvetenhet kring IoT-säkerhetsrisker i det smarta hemmet

Gulin, Arvid, Holmgren, James January 2022 (has links)
I hänsyn till att Internet of Things (IoT) fortsätter implementeras i privata hem blir säkerhets- och integritetsfrågor allt viktigare. Tidigare studier har visat att det finns flera olika säkerhetsrisker med IoT och smarta hem. Dessa är däremot ofta mycket tekniska och inte lätta att förstå för användare vilket lämnar användare omedvetna om potentiella säkerhetsrisker. Studien har undersökt användares medvetenhet om de säkerhetsrisker som ingår vid användning av IoT i smarta hem. Under studien har en narrativ litteraturstudie genomförts för att utforska tidigare forskning. En prototyp bestående av fyra olika designelement har skapats baserat på heuristiker och designprinciper. Prototypen har därefter använt för att undersöka hur digitala knuffar kan designas för att stödja användares medvetenhet kring IoT-säkerhetsrisker i smarta hem. Utvärderingstester genomfördes med totalt tio användare för att studera hur digitala knuffar kan designas för att stödja användarnas medvetenhet om potentiella säkerhetsrisker i smarta hem. Studien resulterar i fyra designförslag för hur digitala knuffar kan designas för att stödja användarnas medvetenhet kring IoT-säkerhetsrisker i det smarta hemmet. / With the increasing use of Internet of Things (IoT) in private homes the security and privacy issues become increasingly important. Previous studies have highlighted that there are several different security risks with IoT and smart homes. However, these are often very technical and not easily understood for users which leaves the users unaware of potential security risks. This study has investigated users' awareness about the security risks that are included when using IoT in the smart home environment. During the study a narrative literature study has been conducted to explore previous research. A prototype consisting of four different design elements has been created based on heuristics and design principles. The prototype has then been used to study how digital nudges can be designed to support users' awareness in regard to IoT security risks in smart homes. Evaluation tests were performed with a total of ten users to study how digital nudges can be designed to support users' awareness of potential security risks in smart homes. The study results in four design proposals for how digital nudges can be designed to support users' awareness of IoT-security issues in the smart home environment.
28

Static or Dynamic: An experimental study : The Impact of animation principles on user engagement on LinkedIn

Freid, Stina, Gredeus Ampuero, Alexandra January 2023 (has links)
Engagement. This has become a key concept in the field of marketing. The concept of "engagement" is utilized to describe the way users instantly engage with brands using clicks, reactions, comments, and sharing. Brands and advertisers utilize media platforms to increase brand awareness and create customer-engaging content. In recent years, most platforms have utilized motion graphics and animations to produce more dynamic content, separate themselves from competitors, and create engaging content. Nevertheless, is it possible to increase engagement by using animation principles? The objective of this research is to gain an understanding of how the principles of animation can be used to improve engagement on LinkedIn, as well as the impact these principles may have on social networking site platforms, and to determine which types of content are the most engaging. The following research question was asked: RQ1: How does the use of animation principles in dynamic posts influence the level of engagement on LinkedIn compared to static posts? In this study, an inductive and empirical approach through the Visual Attention Theory was used. A quantitative content analysis was performed on the companies' LinkedIn profiles to gather data on engagement. The content analysis was performed on LinkedIn in a real-world scenario using Ny Studio, Grace Studio, and Saga Production’s accounts. In total, 18 posts—three static and three dynamic were uploaded on each of the company's LinkedIn accounts. The collected data was inserted into the engagement metric to be further analyzed. Compared to static posts on LinkedIn, the dynamic post with the principles of animation did not yield significantly higher engagement. The animation of principles does, however, affect a post's comments, reactions, and shares. At the same time, static posts showed higher engagement in terms of views and clicks. The independent t-test resulted in a significant (p &lt; 0.001) value for the engagement metric of clicks. This reveals that static post engagement on clicks does differ substantially in this study compared to dynamic posts. The findings contribute to the limited understanding of how dynamic LinkedIn affects user engagement and have laid the groundwork for further research in this area.
29

Enhancing cybersecurity awareness through educational games : design of an adaptive visual novel game

Bouzegza, Firdaous 04 1900 (has links)
Dans un monde qui est en numérisation constante, la dépendance aux outils technologiques est devenue inévitable. La pandémie de COVID-19 a encore accéléré la tendance vers le travail et l'éducation à distance, entraînant une augmentation de l'activité en ligne et de l'échange de données. Cependant, malgré cette augmentation de l'activité en ligne, le niveau de sensibilisation à la cybersécurité chez un nombre important d'utilisateurs reste insuffisant. De nombreux utilisateurs manquent d'une éducation appropriée en matière de cybersécurité et de confidentialité en ligne et démontrent une compréhension insuffisante de la sensibilité de leurs données. Nous avons mené une enquête auprès de plus de 300 utilisateurs qui a confirmé que le besoin de contenu de meilleure qualité était évident. Les jeux éducatifs ont démontré leur efficacité en tant qu'outils d'enseignement et d'apprentissage, en particulier pour vulgariser des sujets qui nécessitent généralement une connaissance approfondie pour être maîtrisés. Cependant, des défis sont associés quant à la qualité et à l'évaluation des jeux sérieux, car plusieurs aspects de l’amusement sont subjectifs et intangibles. Motivée par le besoin de jeux éducatifs "de haute qualité" améliorés, cette thèse construit une échelle pour affiner les critères mentionnés par l'évaluation des jeux sérieux de Caserman et l'applique à 45 jeux de cybersécurité. L'évaluation a révélé une insuffisance dans les critères de l’amusement, en particulier le manque d'adaptation dynamique. En conséquence, cette étude propose le cadre de jeu de cybersécurité EVNAG (Educational Visual Novel Adaptive Game), qui s'articule autour de l'adaptation dynamique de la difficulté comme solution à ce problème. Inspiré par cette architecture, le roman visuel de cybersécurité "Grown-Up Blues" a été implémenté. La thèse contribue au corpus croissant de recherches sur les jeux éducatifs en cybersécurité et fournit des idées pour concevoir des jeux éducatifs efficaces qui améliorent l'éducation en matière de cybersécurité. / In a world that continues to be increasingly digitalized, the dependency on technological tools has become unavoidable. The COVID-19 pandemic has further accelerated the trend towards remote work and education, leading to an increase in online activity and data exchange. However, despite this surge in online activity, the level of cybersecurity awareness among a significant number of users remains inadequate. Many users lack proper education on cybersecurity and online privacy and demonstrate a lack of understanding of the sensitivity of their data. A survey we conducted on more than 300 users confirmed that the need for more quality content was blatant. Educational games have demonstrated their effectiveness as teaching and learning tools, particularly in vulgarizing topics generally requiring in-depth knowledge to master. However, challenges are associated with the quality and assessment of serious games, as multiple aspects of game enjoyment are subjective and intangible. Motivated by the need for improved “high quality” educational games, this thesis builds a scale to refine the criteria mentioned by Caserman’s assessment of serious games and applies that to 45 cybersecurity games. The assessment indicated a deficiency in the enjoyment criteria, specifically the lack of dynamic adaptation. As a result, this study proposes the EVNAG (Educational Visual Novel Adaptive Game) cybersecurity game framework, which centers on Dynamic Difficulty Adaptation as a solution to this issue. Inspired by this architecture, the cybersecurity visual novel “Grown-Up Blues” was implemented. The thesis contributes to the growing body of research on educational games in cybersecurity and provides insights for designing effective educational games that enhance cybersecurity education.
30

The digital nudge : A study of the design principles in digital nudging and it´s presence on ascendant online stores / Den digitala knuffen : En studie av designprinciper inom digital nudging och deras närvaro på dominerande nätbutiker

Delden, Anna, Persson, Ellen January 2018 (has links)
Digital nudging is a relatively new phenomenon that is increasingly mentioned and demanded in human-computer interaction. The concept originates from behavioral economics and aims to help individuals make better decisions that are beneficial to the individual as well as the society, by making subtle changes to the environment in which the decision is made. Nudging implies to pushing people in the right direction and affecting them in different types of decision making. Digital nudging aims at applying the user interface design element to guide people's decisions in digital environments. This thesis presents a study of digital nudging in the form of the six design principles in the user interface of e-commerce sites through the method cognitive walkthrough. It is based on theories of mainly digital nudging but also persuasive design and user experience with connections to psychological aspects. The conclusion of the study has shown that principles in digital nudging exists in e-stores interfaces. The study aims to develop frameworks for an alternative way of implementing digital nudging and to contribute to more knowledge in the field. / Digital nudging är ett relativt nytt fenomen som blir allt mer omtalat och efterfrågat inom människa-datorinteraktion. Begreppet har sitt ursprung från beteendeekonomi och syftar till att få individer att ta bättre beslut som är gynnsamma för den enskilda individen såväl som samhället, genom att göra subtila ändringar i den miljön där beslutet fattas. Nudging innebär att knuffa individer i rätt riktning och att på så sätt påverka individer i olika beslutsfattanden. Digital nudging avser tillämpning av designelement i användargränssnittet för att påverka människors beslutsfattande i digitala miljöer. Studien presenterar en undersökning av de sex designprinciperna inom digital nudging och hur de påträffas i e-butikers användargränssnitt genom metoden kognitiv genomgång. Undersökningen grundar sig på teorier om digital nudging och relaterad forskning som övertygande design och användarupplevelse med kopplingar till psykologiska aspekter. Slutsatsen av studien har visat att designprinciper inom digital nudging förekommer i e-butikers gränssnitt. Studien syftar till att ta fram ramverk för ett alternativt sätt att implementera digital nudging och för att bidra till mer kunskap inom området.

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